> This algorithm is much more efficient than typical ray tracing acceleration methods that rely on hierarchical acceleration structures with logarithmic query complexity.
!?
This is a wild claim to just slip in. Can anyone expand?
It's faster because there are only a constant number of other faces in a given cell to check to find where the ray exits. Then you can just traverse from cell to cell in this way, without using hierarchical bounding box checks like you normally would.
!?
This is a wild claim to just slip in. Can anyone expand?